Tile Extractor 2.5 from retrospec
Moderator: BigEvilCorporation
Tile Extractor 2.5 from retrospec
I think I should share with a link to a tool I found last week
Tile Extractor
It converts a bitmap to a sheet, a text file, a mappy's map file and/or single tile bitmaps
basically, you could make your level in your favorite paint then import it with this tool
very useful since...it removes duplicate
I already added it to my list of tools to have
ps : for mappy users, read the readme for the way to do (very easy!)
Tile Extractor
It converts a bitmap to a sheet, a text file, a mappy's map file and/or single tile bitmaps
basically, you could make your level in your favorite paint then import it with this tool
very useful since...it removes duplicate
I already added it to my list of tools to have
ps : for mappy users, read the readme for the way to do (very easy!)
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- Very interested
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- Joined: Tue Sep 11, 2007 9:10 pm
yeah, I know, but I find the way to do it laborious :
first create a map with the correct size (you need to /8 weight and height of your bitmap)
then import bitmap
then put tiles on map (I use a brush, easier)
then remove duplicate...pfff...
with tile extractor, open the bitmap, say you want 8x8 tiles
open the extracted map in mappy, say it's 8x8, et voila
...or perhaps I didn't find a easier way ?
how do YOU do that ?
first create a map with the correct size (you need to /8 weight and height of your bitmap)
then import bitmap
then put tiles on map (I use a brush, easier)
then remove duplicate...pfff...
with tile extractor, open the bitmap, say you want 8x8 tiles
open the extracted map in mappy, say it's 8x8, et voila
...or perhaps I didn't find a easier way ?
how do YOU do that ?
I found another way to do the same things...
1/ I make an empty file with mappy, (for example FILESAVE.FMP) i save it.
2/ I make a little soft wich put the indices of the tiles in the last empty file (filesave.fmp) at the beginning of the offset of the tiles indexs.
3/ I run the soft.
4/ i can work with mappy, my pictures is insert in the screen...
very simple.
i thinck, with this last tool, may be, for me, this work will be a little bit so easy
1/ I make an empty file with mappy, (for example FILESAVE.FMP) i save it.
2/ I make a little soft wich put the indices of the tiles in the last empty file (filesave.fmp) at the beginning of the offset of the tiles indexs.
3/ I run the soft.
4/ i can work with mappy, my pictures is insert in the screen...
very simple.
i thinck, with this last tool, may be, for me, this work will be a little bit so easy
Ah ? ben si ? pourquoi pas...
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- Very interested
- Posts: 256
- Joined: Tue Sep 11, 2007 9:10 pm
I use "Create map from big picture".KanedaFr wrote: ...or perhaps I didn't find a easier way ?
how do YOU do that ?
I create a new project with tile dimensions of 8x8, leave the map setting at 100x100 or make it larger if needed, but the exact size isn't important as long as it's the same size or larger. Then I use "Create map from big picture", "remove unused or duplicates", then export tiles.
Anything more extensive than that and I just write a quick console app
MG : yeah...but I don't have your tool
thanks tomaitheous, I didn't notice this cool option.
unfortunatly, you need to know the exact width of the bmp ( /8 ) and, even worst for me, it doesn't work with 16 colors bitmap
since I always work with 16c bitmap, it's unuseful for me
I think anyone has its own way
so, for people new to mappy, you have now 4 differents ways to do it :
mappy laborious way
tomaitheous's way using mappy "Create map from big picture" option (in 'Useful functions')
MG's way (if he shares his tool or you'll need to write your own)
TileExtractor's way
if, with that, you're unable to make a map, then...sorry
thanks tomaitheous, I didn't notice this cool option.
unfortunatly, you need to know the exact width of the bmp ( /8 ) and, even worst for me, it doesn't work with 16 colors bitmap
since I always work with 16c bitmap, it's unuseful for me
I think anyone has its own way
so, for people new to mappy, you have now 4 differents ways to do it :
mappy laborious way
tomaitheous's way using mappy "Create map from big picture" option (in 'Useful functions')
MG's way (if he shares his tool or you'll need to write your own)
TileExtractor's way
if, with that, you're unable to make a map, then...sorry
and there's the genitile way
just use the -map switch, it gonna generate the map in the megadrive format (h,v flip & palette number), with only 1 command line
taken from the readme.txt
genitile spk.pcx -tileset -map -o h -od data -mo 54 -mp 1 -pal
generate:
output optimized tileset for spk.pcx
output map of spk.pcx using the generated tileset
output are in c header h format
output the palette 0
output will be stored in "data" directory
first map index is 54
force the palette 1 for the map entries
just use the -map switch, it gonna generate the map in the megadrive format (h,v flip & palette number), with only 1 command line
taken from the readme.txt
genitile spk.pcx -tileset -map -o h -od data -mo 54 -mp 1 -pal
generate:
output optimized tileset for spk.pcx
output map of spk.pcx using the generated tileset
output are in c header h format
output the palette 0
output will be stored in "data" directory
first map index is 54
force the palette 1 for the map entries